I was wondering if anybody knew how to create edge loops across the major model face as well as how to fix the distortion in the doorway? Should I add more edges? Could somebody please help? I'd greatly appreciate it.
1) Before you relax or straighten there are a lot of edges along the side that need to be welded. As soon as you do a cylinder unwrap, select all of the verts and weld them with a really low threshold. 2) Try relaxing by edge angles.
I've wanted something like this for a while, I remember that the NEX plugin had a feature like this. It would be nice at the very least if the constrain to edge movement followed all edges connected to a given vert, rather than one at a time.
Try and avoid triangles. Create edge loops around the mouth instead of having all the edges end at a single point on the sides of the mouth. Double check your proportions http://www.idrawdigital.com/wp-content/uploads/2009/01/prop_male.gif
Thank's It can help. The tesselated version is similar to the one with supported edges(different topology but the same uv).But to tesselate is faster than to add support edges. So if anyone know the way of transfering smoothing groops in Maya, write please!
Im not sure which one would look the best. One has more defined edges while the other has lighter edges. Also toned down the texture that was giving it the wood look to it. What do you guys think?
Really nice work so far. Only feedback I have so far: I would add a few more edges to the big wheel and big round shapes of the generator, the visible edges/corners look not "up-to-date".
I would brighten up the ambient moonlight as the scene is overall too dark to really see what's going on also soften the edges on the spotlights as they wouldn't have such a sharp edge. Looking good though, would be good to see it in an engine.
Great start! The wood grain could be more pronounced. Also I see you tried to break up the straight edges a bit. Take it further and add edge damage (cracks, etc. where the wood has splintered). Example:
Damn, yeah I tried that, but I want the user to start with selecting a single face. If I start with face, then convert to edge, then edge ring, then faces again it will create a cross shaped selection rather than a single ring selection.